Svathurim

This hulking creature has the lower half of an eight-legged stallion and the upper half of a horned frost giant.

Svathurim CR 11 (XP 12,800)

CE Huge monstrous humanoid (cold)
Init +3; Senses darkvision 60 ft.; Perception +19

DEFENSE

AC 26, touch 11, flat-footed 23 (+4 armor, +3 Dex, +10 natural, +1 shield, –2 size)
hp 147 (14d10+70)
Fort +11, Ref +12, Will +11
Immune cold
Weaknesses vulnerable to fire

OFFENSE

Speed 50 ft.
Melee mwk lance +22/+17/+12 (3d6+13/×3), gore +21 (2d6+9), 2 hooves +16 (1d8+4)
Ranged mwk composite longbow +16/+11/+6 (3d6+9/×3)
Space 15 ft., Reach 10 ft. (20 ft. with lance)
Special Attacks natural jouster, thunderous trample, trample (1d8+13, DC 26)

STATISTICS

Str 29, Dex 17, Con 20, Int 10, Wis 14, Cha 11
Base Atk +14; CMB +25 (+27 bull rush, +29 overrun); CMD 38 (40 vs. bull rush, 40 vs. overrun, 50 vs. trip)
Feats Charge Through, Great Fortitude, Greater Overrun, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Power Attack
Skills Acrobatics +12 (+20 when jumping), Climb +12, Intimidate +25, Perception +19, Survival +14, Swim +20; Racial Modifiers +8 Acrobatics when jumping
Languages Common, Giant
SQ skyrunner, undersized weapons

SPECIAL ABILITIES

Natural Jouster (Ex)

A svathurim can wield a lance one-handed as if it were mounted, and it deals double damage with a lance while charging.

Skyrunner (Su)

When charging, running, or taking a double move, a svathurim can stride across open air as if it were using air walk. This movement is very taxing; a svathurim must succeed at a DC 14 Constitution check at the end of each round it uses this ability or become fatigued for 1 minute. This DC increases by 2 for each round after the first. Returning to the ground resets the DC to 14, but doesn’t negate any ongoing fatigue or exhaustion. A svathurim cannot trample when using this ability.

Thunderous Trample (Su)

Any creature damaged by a svathurim’s trample attack must succeed at a DC 22 Fortitude save or be deafened for 1 minute. The save DC is Constitution-based.

ECOLOGY

Environment cold hills, mountains, or plains
Organization solitary, pair, war band (3–6), or clan (1–4 svathurim plus 2–12 frost giants)
Treasure standard (mwk chain shirt, mwk light steel shield, mwk composite longbow with 40 arrows, mwk lance, other treasure)

Svathurims and frost giants consider each other allies and distant kin. The hindquarters of an adult svathurim are up to 10 feet tall and 16 feet long, while its giant trunk and head reach up to 18 feet in height. They typically weigh more than 5 tons and may live up to 500 years. Svathurims dwell in arctic regions, galloping along the shores of polar seas or between high mountain peaks, with individuals organized into clans headed by the strongest hunters.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.

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